Jessamyn West on the useful things one can do to make one's digital legacy easier on the bereaved. But there's lots more in here too – on how we adopt or inherit both things and identities; on the nonsense some companies expect you to go through; on how history fades in and out as the meaning of 'forever' changes. (Added timeliness: I'm reading Soul of a New Machine at the moment).
26 January 2012
Very last minute notice about two talks that are going on!
On Friday 27th January – tomorrow – I’ll be talking about Games Design for Designers – or rather, talking to designers about games design, at The Design of Understanding. It should be a marvellous event – it’s a great line-up, and I’m looking forward to the whole day (especially following last year’s excellent day).
Then, on Saturday 28th, I’ll be talking as part of “Death Bites” at the Southbank Centre Festival of Death. There, I’ll be giving a short, fifteen minute essay, perhaps with illustration:
A short, personal history of dying in videogames: a medium where death is common, and lives are plural but rationed. Why is it that “dying” such a common metaphor in games – even supposedly non-violent ones? Does it have any meaningful significance compared to the process of death in the real world? Tom will present a short exploration, based on a life in which he’s died thousands of times.
Bit last minute, but wanted to document these before they popped up online. And then: next week, another speaking announcement with a bit more notice!